Demo games are only 1 section at a time you would have to download each individually, patreon build just download the most recent file, its the whole game.
hyperbeamart
Creator of
Recent community posts
So-- if you have a Mac maybe you could enlighten me?
I borrowed a friends macbook air and created a mac build, and I was able get the game file to run if I transferred it over from a flash drive, however if I downloaded the zip file from the Patreon it was somehow locked and I was not able to play it...Is this a common issue for Mac gamers, and if so is there a common workaround for it? Would love some insight on this issue from any mac gamers, would love to get this desktop build running for mac!
I uploaded an experimental file for mac, please let me know if you have any trouble with the file or if it works for you, Thank you!!
Hi, sorry you are having an issue. You can try playing it at https://www.newgrounds.com/portal/view/829676
you can also download the demo in the build.zip below. Thanks, I'm glad you like it!
hey folks! I want to giveaway a free copy of the latest desktop build!
So here's what I'm thinking: drop a comment in this here ole comment section, preferably some constructive criticism.
I'll pick 1 random commenter to win a free desktop build!
deadline is November 20th!!
EDIT Giveaway is Closed Folks!
love the art style! I think this kind of gameplay would benefit a lot from having some more narrow corridor areas, maybe some simple castle ruins to bottleneck the player. Then you can spring traps on them >:) Also shift key for attack always activates the sticky keys prompt on windows, which gets super annoying when you are wrist deep in EYEBALL HEAD SOLDIER JUICE. Love the concept though, the power ups are satisfying to get. Would love to see more get build onto this!
HMMMMM, assuming what I've seen weren't just pre built assets......great stuff! controls feels quick and responsive, ui is clean and clear. Lots of potential, I would say ease up difficulty on your start zone, let the player get their hands on a sword easier at least (unless I'm just dumb and couldn't find one) start zone in general felt a little slapped together and very maze like (no so much in a good way...) Would love to see some of this get polished it. Good luck!
Hi, yes a better tutorial is needed to make sure players get the gist of it. It's a simple premise, any area that seams suspicious/curious, press F to check if there is a sprite hiding there. It could be a circle of rocks, an oddly colored spot on the ground, maybe a slightly unique stone that stands out from the rest of the area. Kind of an Easter egg hunt, just check any spot that looks curious. I hope that helps, good luck!
Man, really intriguing setting and concepts! I feel like I struggled with feeling like controls were clunky, where as I feel like that was intentional to a degree it was a little too much for me to want to keep going for too long. I think with elbow grease and effort the project could be refined and smoothed out to a really awesome experience, keep it up!
Already shows more promise than recent sonic games XD
The controls are real slippery which does make control very difficult. I had most my luck controlling the character with the mouse instead of turning with A/D, maybe add an option to increase mouse sensitivity so players can turn quicker just by using the mouse. Also maybe instead of A/D turning character, it makes them lean left/right, so it's not such an aggressive turn.
Graphics are killer, lots of polish put into visuals, it looks really good!
Hey nice guide, I think you missed the extra wiggly reeds and the bubbling spots in the water. (though I think a lot of people might have missed those...) The glowing Beetili spot in the forest is indeed an "advanced game mechanic" and not a glitch XD I thought it was a cool feeling to go there and be like " but wait I could swear I saw something..." and then check the area and find her anyhow.
Thanks so much for the comment!! I really apricate input like this. Yes the art is always a work in progress, I think I know what you mean about the back, pop kapow. all too often I see better artists work and I'm like "man I wish I could draw like that" But I am always working on improve, and am just posting the sexiest stuff I am capable of.
Yes I plan to dial back some of the censoring for the future, maybe just doing some kind of bonus content for patrons but letting others access the full main content. Thanks again, I love constructive comments like this!
Hi, unfortunately yes there are 2 scenes that are censored and will stay that way in the demos. I probably wont censor in this way in the future since it was not received very well lol, I think it feels a little too much like a cock-block kind of thing. The demo still has 5 other scenes to view non censored.
Wow you are a champ, thank you so much!!
So I always liked the idea of "Pokemon but with sexy lewd monster girls" and I tried making the "Monster girl venture" game, where there are areas of grass and the monster girls pop up, then you play a guitar hero type minigame. I ultimately scrapped it because the core game had framerate type issues which is no good for "hit the button at a precise moment. "
So I figured a simpler core gameplay loop and one that has less potential for error was "Look for unique spots and there is a lewd Sprite hiding there!" This idea was more so inspired by Zelda, link to the past specifically.
In that game there were bombable walls that were always obviously marked, it was supposed to be a secret but once you know what the mark was all mystery was lost. In the original Zelda game you had to bomb all the walls randomly to find secrets, and I always thought "why cant we get an in-between for these, so its not a shot in the dark completely but it's not smh so obvious, you might lose a couple bombs but it would feel totally worth it" So I was excited to build around that concept.
It is a challenge to come up with new hiding spots that are just exactly hard enough to find. Especially when the full game version is supposed to climb in difficulty but the demos may be played by people who have never played it before.
Anhow that's pretty much it. thanks again for pledging!! (I guess it's called pledging on Patreon) it really does help me feel like I'm getting closer to just making cool games for people full time. Cheers!!